Starsector weapons guide. Average Starsector transponder off moment upvotes .

Starsector weapons guide Your ship operates better at higher flux levels. I do mining/exploration missions early on for creds. From MODS. Disclaimer: Do whatever you want, I ain't your dad nor your owner, play how you like and at your own pace, enjoy the ride! A basic tutorial on ship refitting for beginners. The first is a torpedo that hits like disintegrator, and does real damage (skips armor and shields) over time. All weapons do full damage to the hull. That’s about it. 1a-RC6] (08. I love it on Phase ships loaded with strike weapons, and on ships like the Sunder that typically slide in unloading Autopulse/Ion blasters as each shot does more Scy Nation is a mod faction that has silver-blue ships with good engines and lots of flux capacity but really bad dissipation and few weapon slots per hull due to narrow sizes. Market Ship Hulls & Weapons contributes 300 ¢ to the global market value for each unit of demand, and has an initial global market value of 65,000 ¢ , though it can vary depending on the Also looking at this list it's mostly energy weapons lol. I thought it would be great to try the medium/small weapons on the tempest, but the standard pulse laser (and graviton beam, I think?) seemed to work better. If you give it nothing but Missiles and Point Defense weapons, it should stay back away from the front. This is a bread-and-butter point defense solution for midline and high-tech ships. D: Underwhelming, but better Starsector Energy Weapons Guide - 0. This is my favourite Due to Iron Lions video about the Iron Shell there are likely a lot of people trying to do the Iron Shell missions to unlock the special ship starts. r/starsector. AI won't fire missiles to break shields so use lots of shield-breaking weapons. Their strength lies in the fact that they do 100% armor and hull damage, so I strongly recommend Ballistic weapons are often mounted on low-tech and midline ships, and generally do high explosive or kinetic damage. Ion pulsars are The Ion Pulser is a close-range support weapon, effective at disabling targets unprotected by shields. cracking open the initial ships in the first place. If you have 1-4 set up with weapon groups then you can press 5 and it will deselect weapons. I wonder if we might get a more advanced frigate hull in the endgame to put the new weapons on as they seemed really flux Guide to using a debugger; Reading Starsector's log file to diagnose errors; Tips. Noted in-lore as one of the first Phase Ships, the Doom is an oddity amongst High Tech ships, and even amongst Cruisers in general. These little changes go quite far to make energy slots more competitive. But it can go so much further. The 0. The - Added a new weapon called Tadaiji Lance. As a general rule of thumb, I would avoid SO for AI ships since they don't really understand how to dump OP. Angle. Step by step guide (not mine) on how to make your early money: r/starsector. An understanding of combat mechanics is essential to success in Starsector. The Pegasus-class battleship is a midline design capable of carrying and quickly unloading an array of large missiles. r/starsector Question What affect would massively increasing the weapons range on all weapons have on game balance? I have been thinking about making a mod to have more “realistic” ranges on all weapons, the only drawback I can think of is Missile saturation and very confused AI. Heavy weapons are usually the most profitable (if you can find a good deal), drugs (less profitable, but there is always a good deal somewhere), organs, marines. 3. This guide is a great resource; it's been battle-tested on a lot of people in the new player help channel on the Discord server and has been really helpful for onboarding people Energy weapons can be complicated but they are excellent weapons to add to your fleet. However 80% of combat ships have missile mounts and most of the rest have flexible mounts. System with remnants System with doritoes Ststem with puates/luddic path Unofficial Starsector Discord damage control Tiers are relative, meaning something being C tier doesn't mean it's bad. Using your phase cloak also repairs your hull. csv is expected in location \\Starsector\\mods\\ExampleMod\\data\\weapons\\weapon_data. I’ve enjoyed it so far but I’m kinda lost as to what to do next. This is my favourite There's almost no truly bad ships/weapons in Starsector so it would be boring to have a tier list consisting of maybe 3 tiers. - Move Kuzuryu and Kajin into the new Go to starsector r/starsector. Some exceptions exist with ships that have many missile slots and in particular with Expanded Missile Racks hullmod that are able to obliterate ships before running out of munitions. Thanks fo the guide and yes, give the songbird to Persephone, she's lethal with that ship and is capable to wipe some fleets on her own. These weapons are usually starter weapons that are common and cheap, but outclassed. 8 billion space colonists. It is a lite version of the Onryo Rift Cannon. The game seems to be about using monies to put butts in the field (with whatever weapons you've strapped on) and avoiding death stacks, whatever that means for your size at the time. Please let me know what you think of it, and if and where you think I could improve the guide. Weapons such as Ion Beam, Tachyon Lance or Phase Lance are The Flux capacity of a ship limits what your ship can do and how long it can stay in an engagement: using weapons or absorbing damage with shields creates Flux, and you cannot This game has a lot of weapons and it can be pretty daunting. Watch your weapon ranges, apart from PD they should all have roughly the same range. 9. Have enough vents to equalize dissipation and weapon flux buildup. If you don't know what weapons to put, what ship to look for or which ships beware? These guides will help! Feel free to point any mistakes and whatnot. 22) Missile-heavy ships, like Falcon and Gryphon, need at leat one long range non-PD weapon (tac laser and HVD, As with ships, some weapons will have two tiers, depending if the player use makes them more deadly compared to AI. they'll hang out on the edge and apply constant pressure. It cannot target fighters. Starsector+ is also great for the large number of assorted changes it makes. (Some brief additional information) Notes [] (Tactics, availability, and other such information go here if too long for the intro paragraph) Weapons that are part of the Omega faction, introduced in version 0. csv . Features and Content • 2 New factions added to the game, Zeon & EFSF • Mech based mod featuring Mobile Suits from both The Tesseract is an extremely powerful Omega ship. Capital ship tier list. As the player, you directly control your own ship, while issuing orders to other ships in your fleet. 2D RPG/Trade/Fleet Combat Game Members Rift Generator Weapons pointed at itself - Hull Deconstructor Dormant Nanoforge - Hull Constructor (not sure if it's the actual name) Arcane signatures - Laboratory. ship file and determine where weapons can be mounted. Bear in mind that its limited DPS means it can be overwhelmed by large numbers of missiles, or high-HP missiles such as Reaper-class Torpedos. Each type of damages differently affects the Shield and Armor of a ship. 0), still it's obviously not as good as kinetic weapons which are easily around 0. It has the same DPS as the Tactical Laser and can be used to attack other Wolves are my go-to first combat ship. Don't be shy to fly dedicated missile ships like Gryphon, they are brilliant. I think they meant hybrid weapons mounts, that can fit either energy or kinetic weapons. -Raise weapon group limit to 7. For that, you can spam mines, or put on some big burst weapons (so that you attack with your weapons on one side, mines on the other side, all but guaranteeing they'll take damage); however, know that when you uncloak, you'll likely take some damage. The low range means that the DLMG it's not suitable for all builds - it's absolutely just a CQC specialist - but if that's what you're building for you absolutely want to have the most damaging weapon. Members Online What Energy weapon tier list. Missile weapon tier list. Content unlocking missions adds an in-game reward at the Tia system Just wondering if there is a beginners guide that covers all aspects of this title. I have played Starsector a long time ago and I could not find any weapon guides on youtube. Mount A . e. g. Ships/Weapons can be build in 2 ways. We do not use a gun because it's useful, but because its funi. The AI is bad at using a Medusa but the main point is that such a scenario doesn't happen in game, a better sim would be vs 2 or 3 frigates (similar to contesting a strategic point), or vs a cruiser (AI often leaves cruisers to go solo). When used en masse it can completely overwhelm defenses of most ships in the game (although one has to Damage types are properties of weapons that determine how effective they are against armor and shields. More experience and new update StarSector 0. For the side large energy turrets, I would mount tachyon lances if you can find Go to starsector r/starsector. Starsector+ is also great for the Max vents. A ship reaching maximum flux will overload, briefly disabling most of its functions, while dropping to zero hull results in the ship exploding. Locations. ini to disable Re: Fossic Vanilla Weapon Guide for Starsector 0. (Some brief additional information) Notes (Tactics, availability, and other such information go here if too long for the intro paragraph) The legions can take care of themselves, you could add some Point Defence weapons to protect them from missiles and some fast turning weapons to deal with smaller ships 3b) Harbinger as ship killer: Equip your Legions with lots of Kinetic Damage weapons, some Point Defense to take care of missiles and enemy fighters and a mix of Xyphos and Go to starsector r/starsector. Mission 1 Deep Impact: Aim is to escape not to kill the enemy, so who needs silly weapons. Collisions with ships and other objects will also inflict damage. All types of Damage work equally well against the Hull of a ship, however, all damage is reduced by 5% of the original armor value (even if the armour is stripped). If you're faster than the enemy, you're probably going to trade blows favorably most of the time. This mod adds a pair of new shaders. I also stream Starse Then you pick best ones (e. Didn't even know some of these commands existed, like I just assumed a carrier used it fighters at it's own discretion like any other weapon system. Features. I tried producing an expensive ship, accrued Buy rare weapons from factions you are on good terms with! The requisitions centre stocks larger and rarer weapons than usual markets do, and will sell them at a reasonable Make sure to use a neutron detector to find the hidden weapon cache in Alpha Site. A unique identifier for the weapon slot. weapon_data. Damage types are properties of weapons that determine how effective they are against armor and shields. For energy weapon mastery, there's actually a read out on the left side of the screen during battles telling you what your bonus is at. It can be accessed from the new rare blueprint. This is especially true for high-flux burst weapons that require good judgement and timing. Note that i just called a (pinpoint, half energy) dual flak in a large energy slot a "good gun". New comments cannot be posted. This is the first of a multipart series on weapon system. What’s the best guide for your first ever play though of this game. Vulcan Cannon: Fairly decent PD weapon/back up assault weapons. Know that a weapon is bad and the enemy keeps giving such junk? Sell it! Thumper Ship AI does much better with some types of weapons than others, to the point of one with an AI-friendly setup almost being worth more than two of the same class with AI-unfriendly weapons. System Expertise is more niche - since most ships will use some degree of missiles - and essentially you want to pick it if the ship you choose puts a lot of its power into its ship system. B: Usually a solid generalist weapon or a good specialist weapon. They typically have good range and/or flux efficiency. Today I am talking about my MOST used weapons in starsector. Visit the Mod Troubleshooting Guide! Contents. Only thing I'd note is that supplies, fuel, food and hand weapons all have the highest chance to be picked for spawning in cache (weight 1), though they don't spawn in equal numbers if they do get picked (about 60% more food than supplies are spawned at any given time). Missile weapons tier list-----SMALL----- Antimatter Railburst Rifle: Two-shot burst railgun. Also, preferably less missle weapons, because potato PC cant handle a lot of that. The result of Autofit and available weapons is shown on Tiers are relative, meaning something being C tier doesn't mean it's bad. I have a type. Step 5: Save up 3,000,000 credits to fund your real (Or at least what I have found) For those who want to get all the characters or are struggling, here it is: UAF guide part 1 — From the Beginning towards Stjarna. 64, Assault Chaingun 2. Become a Heavy Weapons smuggler for the Pathers and Pirates and avoid combat like the plague. I went over there and picked some of it up, and then my accrued With 500 dps in explosive damage type, This weapon is very good vs armor but weak vs shield, especially as it only causes soft flux. This time we talk about why less is more with weapon slots. Energy Weapons Mastery is made for SO ships using energy weapons so that's a good pickup on the officer. Frigate ship tier list. It is the weapon with the highest OP cost in the game. 95a, player controlled phase-class can be more deadly and have longer engagement time, especially doom-class(a more practical solution). Default heading of the weapon. Then you pick best ones (e. First tier is always showing AI use, where a second one (where needed) tells how good the weapon is in human hands. I usually keep up to 30 small, 20 medium, and 10 large of every kind, anything above that I sell. 96 Video Locked post. The game is currently under heavy development, and many planned features are not yet implemented - however, the planned gameplay for Starsector goes above and beyond a basic action tactical Other weapons I found on the market were simply outclassed by literally anything else. 5 ratio, but far from useless. -Rework weapon mount icons so make them more easy to be precisely placed. Note that damage against armor is further reduced by up to 85%, depending on the weapon's per-shot damage and the target's armor strength. Included are a couple dozen ships and fighters, new skins, new modular weapons, and a bevy of unique IBB boss ships. Pummeler: Heavy fragmentation damage. Otherwise: increases the base range of small weapons in Ballistic slots by 100, up to 800 maximum. Does not affect point-defense weapons or Ballistic weapons placed in Composite, Hybrid or Universal Overview. Ships can also be classified according to their In the Refit screen, you can access the Autofit Variant panel, where you can choose a preset loadout (1 on the image) and the game will automatically try to fit on the ship, or as close as possible to it, given available weapons. Whatever ship the 2 of them are firing on will be under a lot of pressure as they arc through shields disabling weapons and engines. -Add a notification to tell current hull do not have fighter bay when trying to add fighter wing on it. Hope this helps. I will give you the list of imo best weapons in Starsector. 2D RPG/Trade/Fleet Combat Game Members Not to mention the only reason people like them is their two . If you have devmode on, pressing F8 in simulator re-reads . There are several ship types: Frigates, Destroyers, Cruisers, and Capitals are independent ships, small Fighters are deployed from other ships, and immobile Stations are not part of the fleet but can participate in combat. Some directions would be much appreciated. Also, hover over enemy and press R to check if it's got reapers. Demolisher Cannon: High damage per shot, for a small weapon. Sometimes, specializing a ship is a good idea, but Railburst Rifle: Two-shot burst railgun. First off, the essential hullmods. I'll let you figure out the rest from the file. Put all remaining OP in caps. C: By no means bad. Poor performance, particularly when using Templar ships or weapons, can be solved by changing options in Templars/TEMPLAR_OPTIONS. Regenerating ammo. This weapons is also good vs armor due to being a burst beam. Cheap, plentiful, The Flux capacity of a ship limits what your ship can do and how long it can stay in an engagement: using weapons or absorbing damage with shields creates Flux, and you cannot StarSector wapons guide is back. Don't stay infront of enemies with reapers. Kinetic cannons with HE rockets, all long range guns with targeting AI, ETC. Simply put; it has a TON of weapons slots and not nearly enough flux to use them. Both require 2 things. Piloting is relative to your ship's position: if you hit 'W' to go faster, your ship What’s the best guide for your first ever play though of this game. ini to disable Like some legendary ships with random cool properties or at least some legendary weapons Reply reply TheDerpyWhale • Varyas sector has a whole bounty system with one of a kind ships, too bad that isn’t updated yet. I tried producing an expensive ship, accrued construction value became the target amount, and then it started making supplies and fuel. With new skills: Phase Mastery, Phase Corps come out after 0. If a weapon is very good for the role, then it's "good". Edit: I’m a few hours into my first play through and I’ve done a bit of exploration and combat. So I want Here are some tips when it comes to making your own modifications: Make sure your guns range are either the same range, or have a small gap. 1a] Superweapons Arsenal v2. Such weapons can go in a matching combination mount, a mount matching one of the two underlying basic types, or a universal mount. 000 a month. Have enough vents to Summary. The result of Autofit and available weapons is shown on The other weapons seemed pretty underwhelming, mostly on flux use. 2D RPG/Trade/Fleet Combat Game Members Put all your weapons on autofire but have manual control of reaper torpedoes. I'm still a bit new to the game, but i gots 5 colonies, churning me about 200. Add your thoughts and get the conversation going. Astral: B- Once a fearsome capital, it got hit with TL;DR: Loadout with similar main weapon ranges (ignore PD/missiles). csv Go to the reaper weapons and change proj speed to This is my final guide in my How to Starsector playlist. Nevertheless, this is Starsector. There's almost no truly bad ships/weapons in Starsector so it would be boring to have a tier list consisting You don't really need a lot of weapons. A . Energy weapons Starsector > Mods > [0. Link to the ship guide. weapon file and a weapon_data. Lies about its DPS - actually does 300 sustain and 1k burst against hull. This is my final guide in my How to Starsector playlist. Personally I feel like a decent number of energy weapons are rather weak because they're not particularly flux efficient, don't generate hard flux, require a lot of time to work, or don't have "specialized" damage and are sometimes quite overcosted in OP. 2D RPG/Trade/Fleet Combat Game Members Online. Sustained fire increases fire rate. The long range beam weapons probably aren’t a good fit for it but there’s another type of med. Flux vents and capacitors: always try to have a bit more venting capacity that the flux generated Pulse laser is the least flux intensive weapon, and while I agree it is really underwhelming, it at least goes 1-for-1 on flux trades, and is one of the easiest medium energy weapons to mount. These ships also split into small ships after dying called "stable masses" which are armed with Also think about who you want to fight. Mods must be compatible with the current version of Starsector to make it on this list, and they may be removed if they fall significantly behind (current cutoff is 0. Squall missiles and broadsword fighters are the standout options imo. I was able to find info across many different posts that helped me succeed, and am consolidating here for the benefit of new players who want a sustainable colony without hordes of expedition fleets chaining them to their colony. 11. Doritos also drop redacted weapons, and so does the unique Remnant bounty Ordo that you can get from This is a place to discuss in-depth strategy for the Monster Hunter franchise, including but not limited to weapon strategy, gear builds, farming and much more. Now for the weapons, Every time i go out i collect a whole lot of weapons, but i don't know which ones are worth keeping, or i should sell away, same deal with some ships, so far I've been under the impression, that everything high tech is best, but i might be wrong As far as weapons go, just make sure to bring a significant amount of kinetic weapons, as remnants have strong shields. Make sure to subscribed if you'd like to see more! Missiles are the strongest category of weapons in this game, better than ballistics and sure as hell better than energy. A pulse laser is a good weapon, and the AI preforms extremely well with a ship that can phase jump like the wolf can. Fighter tier list. List of moderators. I, for some reason, Officers. 3 Flux/dmg ratio becomes 1. Destroyer ship tier list. 5gb of ram, "-Xms4096m -Xmx4096m" now the game will use 4gb of ram. I, for some reason, completely blanked on Deployment Points, but there is a little window near the top left of the screen that tells you your fleets deployment cost. Being able to yell "bomb that idiot, NOW" is insanely useful for vulnerable or overextended targets, especially since the rest of the fleet doesn't need to change what they're doing. First tier is always showing AI use, where a second one (where This game has a lot of weapons and it can be pretty daunting. As a rule, low-tech ships use ballistic weapons, high-tech ships use As with ships, some weapons will have two tiers, depending if the player use makes them more deadly compared to AI. HVD). It's not a good idea to have a ship whose main [New Player] Ship Weapons/Equipment Guide Vanilla Question/Bug Hey, new player her, I've mostly just been auto-fitting any new ships I get (making sure to choose pre-sets depending on what my fleet needs), so getting a general beginners guide on how to properly equip my fleet would be appreciated. High Explosive weapons do 200% damage to armor and 50% damage to shields. assault chaingun), or just be somewhat worse (light autocannon). 5b Storms are coming! After playing Starsector for a while i noticed that there is not much excitement over finding weapons in this game (with the exception of end game missions), so i went ahead and created a subset of weapons that are balanced above the level of base weapons, hopefully Visit the Mod Troubleshooting Guide! Contents. r/starsector Look carefully at the damage types weapons deal: Kinetic weapons are best for shields; explosive are best for armor; energy (typically) does the same damage to everything; and fragmentation obliterates unarmored hull, fighters, and missiles. Arc. Being commissioned by a faction gets you a lot of money long-term, it helps tremendously with In the Refit screen, you can access the Autofit Variant panel, where you can choose a preset loadout (1 on the image) and the game will automatically try to fit on the ship, or as close as possible to it, given available weapons. I would also install heavy needlers into the medium universal mounts near the front. Bonus points if you sell them a spare pristine nanoforge to farm hulls with fewer d-mods Each Heavy Industry/Orbital Works puts a certain amount of its colonies' credits towards the production of your chosen ship hulls/weapons/fighters each month. All you have to do to be relevant into late game fights with a doom is wait for fighters/bombers to fly too close to enemy ships, and Energy weapon buffs: up one/half a tier Many energy weapons, namely Tac laser, Pulse Laser, Ion Beam and HIL, got around 0. If you don't mind also adding factions with new ships and weapons here are some of my essential Starsector faction mods: Apex Design Collective, ScalarTech Solutions, Iron Shell, Hazard Mining Incorporated, Roiders, Legacy of Arkgenesis, Machina Void Services, Interstellar Imperium, Mayasuran Navy, PRV Starworks, Volkov Industrial Conglomerate I recently replayed Starsector and was overwhelmed by the new colony mechanics. This guide will walk you through a first combat mission while explaining key concepts. Note that damage against armor is further Depends on the kind of ship For the small weapon, the light needler, high damage for a light weapons, and can damage hulls (hit like wet noodle against armor), and shreds shields. Once disabled, the Tesseract will split Weapon slots are specified in a hull's . Starsector 0. These ships lack shields or decent armour but have op weapon loadouts (think, 20 sabot missiles on a dominator) and can shred your ships if you aren't careful. Dissipation is good, you want to have as much of it as you have weapons flux if possible. But what is a PD Legion? Put simply, it is a Legion which uses near-exclusively PD weapons to take advantage of elite PD skill's range buff. Also has better swivel speed than HBPDL, of all things. honestly this not truthy guide but more like how i see a certain weapons base on it values, because guild base on just gut feeling doesn't feel right and will take lengthy explanation so i made it fast base on tier and subtract the total value base on number to see if that matched with the expectation, you can apply this to literally weapons and see how good a weapons just S: These weapons are usually a bit OP, a must-have in almost any situation. Bonuses or nerfs don't matter, OP is a much more limiting factor on the Legion. Building Guide - Phase 1 150,000 Kill them for weapons, then re roll into a new unknown gate and see if they're in the next one. Like other Omega ships, the Tesseract carries the unique Omega weapons, which can be salvaged once it is defeated. So here a guide for those second rate caprains like myself who cant solve things with skill. On the eagle pair with heavy machine guns, one of the most efficient shield breakers in the game. How good each weapon is is determined by what purpose you want to use it for, whether it is you or the AI using it, and how does it synergize with other weapons on your ship and what can it Each weapon has distinct stats such as damage, damage types, rate of fire, range and accuracy, tailored to fit its role. System with remnants System with doritoes Ststem with puates/luddic path Unofficial Starsector Discord damage control You can most certainly have empty groups. You can guess if a weapon fits by stats (e. It used to be called Starfarer. 5 Go to starsector r/starsector. I'm starting to get the feeling that really anything can sorta work. When hitting hull or armor an EMP arc will form in addition to the Ion Pulser direct The hardest part is the beginning, i. The Plasma Cannon is a high DPS, flux-expensive energy weapon that fills the role of a general-purpose weapon that is versatile in a variety of combat situations. The onslaught is a very distinctive ship, and thus must be treated distinctively by the player using it. 25 buffs in flux efficiency. The angle in which the weapon can pivot from left to right (so 120° arc means the weapon can turn up to 60° in either direction). Edit to add: the wiki mentions "Certain secret weapons have a combination weapon type (Hybrid, Composite or Synergy). Hello guys. Apply some medium to long range kinetic weapons, stuff like Mark IX If the largest Ballistic slot on the ship is large: increases the base range of small weapons in Ballistic slots by 200, and of medium weapons by 100, up to a maximum of 900 range. all do heavy hard flux damage at the cost of range/efficiency which is perfect for a ship that wants to quickly burst down enemies and then escape before getting Mod Troubleshooting Guide Have a problem with modded Starsector? Look no further! Please suggest additional items or sections for this guide, in the comments. 2D RPG/Trade/Fleet Combat Game Members Not to mention the only reason people like them is their two overpowered weapons and the sexy pictures. Omega weapon tier list [REDACTED] ships tier list. variant file to identify which slot each weapon should go in. Starsector > General Discussion > Ship Build Compendium (Vanilla) [0. It can keep up fairly well and field two bombers or fighters. Seriously max vents. Edit: I’m a few hours into my first play through and I’ve done a Disintegrators are very flux efficient for what they do, which is melting capital grade armor so the cryo weapons can go and finish the job. Missile weapons tier list-----SMALL----- Antimatter Blaster: B / S- Here are examples for various types of documents. It's useful for mass refitting recovered/new ships, or if you don't know how to equip the new ship. r/starsector Title. The paragon should easily handle that though. Members Online What exactly affects HBG/LBG elemental ammo, how do they work? In the last update, I added two super weapons (large omega weapon-equivalents) that are interesting. Poor at long range, but I feel, better then machine guns. Trying to jump ahead with a doctored "sure win step by step" guide will get you nowhere and not able to respond when a [REDACTED] event regrettably happens. Despite the complete armor mechanics in Starsector being quite complex, the points that are actually important to understand as a player are quite simple, and can be summarized Piloting is accomplished with the keyboard (WASD) for movement and the mouse for weapons and shields. Some tips, tricks and recommendations! Don't let the struggle of a confusing refit screen stop you from bec I feel like you're underrating the Rift Torpedo Launcher Reality Disruptor in one specific circumstance - putting a Radiant in your fleet. Ships are the core unit of Starsector's combat gameplay, and play a key role in the campaign layer as well. r/starsector Except, the game seems to also produce fuel, supplies, crew and possibly weapons too(?). The Drover is probably (still) the best early-game carrier. Missiles have no flux cost, are usually guided weapons, have long range, can be fired off-bore, deal huge damage, and have specialised types. Please recommend mods with cool and really powerful ships and weapons, just wanna play more casually without worrying about fleet composition and all of that. Energy weapon Energy weapons are backwards from Ballistic: the bigger the slot, the better weapons get. The AI & weapons have been tuned over 6 years to make sure things are pretty balanced. Welcome to a series of #short guide videos for #Starsector. Open vmparams (starsector files) and look out for the "-Xms1536m -Xmx1536m" that means the game only allocated 1. Elite Missile Specialization gives you +50% fire rate on missile weapons, and you get doubled ammo capacity and +50% hitpoints. json and . Those guides Put them on your salvaged junk and have room spare for all the mods and other weapons you like, such as putting converted hangers on the whole fleet. Now for the weapons, Every time i go out i collect a whole lot of weapons, but i don't know which ones are worth keeping, or i should sell away, same deal with some ships, so far I've been under the impression, that everything high tech is best, but i might be wrong Guide to using a debugger; Reading Starsector's log file to diagnose errors; Tips. Energy weapon buffs: up one/half a tier Many energy weapons, namely Tac laser, Pulse Laser, Ion Beam and HIL, got around 0. Your ship systems basically use flux to run. Credits and A unique identifier for the weapon slot. 4X game features in Starsector; Factions will wage war against each other and try to conquer their enemies; Diplomacy events see faction relationships changing over time; Join a faction to gain useful support and represent them in war and peace, or start your own; Alliances offer mutual assistance in times of war; Planet descriptions can change as territory is Limited ammunition and fire rate make missiles unsuitable as a primary weapon, and missile ships play a support role. Exalted: ecto beam: small anti armor laser that fills a badly needed role that the base game should have imo. This is a place to discuss in-depth strategy for the Monster Hunter franchise, including but not limited to weapon strategy, gear builds, farming and much more. Check out my Starsector playthrough se Go to C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\data\weapons\weapon_data. Damage. Link to the weapon guide. Build-in heavy armor, ITU, whatever is the most expensive. And after getting to know how the basic mechanics work, try the forums. r/starsector AI is fine using weapons with less than a 200 range difference and the speed boost makes the Medusa much more aggressive. For reference, I have the front facing small mounts outfitted with Laidlaw's from VIC, the three medium mounts fitted with Nocturne EMP's and the large mount I can't decide between the Stitcher from Scalartech, the Tachyon lance and the Large Laidlaw Unlike ballistic and energy weapons missiles are primarily used in a support role, lacking the magazine capacity for use as a primary weapon. It's simply niche and you can better choices available. From my recent experience of Starsector on the different java 3. energy that might work perfectly: strike weapons. Spreadfire Cannon: Shotgun that gets more accurate the longer you fire. Building multiple Heavy Industries/Orbital Works simply adds the amount of credits worth of equipment you can build each month from the two seperate colonies together. Ballistic weapon It's rated good because 208 kinetic damage on a small slot weapon is simply ridiculous. Good Paladin PD: PD, HPD. Mod Troubleshooting Guide Have a problem with modded Starsector? Look no further! Please suggest additional items or sections for this guide, in the comments. 96a). Deceptively Thumper is actually good against shields. Heavy blaster, pulse laser, etc. range in this case), or simulation performance. The more commonly balance tweaked information is in the weapon_data. I've found that using 2 plasma and 2 autopulse lasers in four of those slots is strong, but in my experience it is also quite useful to put a support weapon in the fifth slot. The second is a main gun that fires projectiles like reality disruptor, but generates EMP arcs that can penetrate shields with much Go to starsector r/starsector. The (Weapon name) is a (brief description). 1 GP Quick Fix! During this first week of the war, the indiscriminate use of nuclear, biological, and chemical weapons claims the lives of 2. Excellent with "disco builds", in which a player only use beams weapons such as Graviton Beams and Tactical Lasers (perhaps IPDAI, for more defensive support and sustainability) alongside the HIL. 2 after damage type calculations, which is a lot better than what most HE weapons get ( ie, Heavy Mortar has 1. Nexerelin is also an easy choice. Couple that with 3 Large weapons slots, an inefficient shield and a stupid big ship and you got yourself an interesting ship design puzzle. OP said to give RATIONAL feedback as well, so please, explain yourself tac laser apologist Hello, I made a Starsector beginner guide that goes over the tutorial where you can follow along. This results in fast firing and low per-shot damage, Ship Hulls & Weapons also doesn't gets affected by supply & demand either, which can be evidently seen by the consistent price weapons can be sold. Stack it full of pulse lasers small and medium (superior flux stats, some weapons are better than them but Go to starsector r/starsector. Flux efficiency. The Pegasus' Fast Missile Racks system is what allows it to TL;DR: Loadout with similar main weapon ranges (ignore PD/missiles). Your hull mounted weapon does more normal and EMP damage at higher flux levels. As with ships, some weapons will have two tiers, depending if the player use makes them more deadly compared to AI. It is heavily based on and inspired by the many great tier list of the base game made by user Grevious69, who Of course, these weapons come with very specific roles in mind, and a slew of cons that make their use in conventional naval battlesill-advised. Mount [0. 1a] Gundam UC Mod v0. Go to starsector r/starsector. Of course, these weapons come with very specific roles in mind, and a slew of cons that make their use in conventional naval battlesill-advised. Reply reply RoySparda9 • Once again I'm gonna say it, Starfarer, I have no favorites (It's Yimie), we should love all equally (Except Yimie, I love Yimie more than the others) Average Starsector Here's a 3 minute guide how to instagib with the doom. Although you should still have some HE guns/missiles to melt the station itself. As a rule, low-tech ships use ballistic weapons, high-tech ships use Updating my How to Starsector series, with new information that I discovered since starting. Here are examples for various types of documents. Fractal Softworks' Starsector (formerly Starfarer) is a top-down space combat game. Shield/Armor/Hull values. See Armor page for details of beam vs armor. That's on par or above several medium slot weapons. 95a. In the Energy weapon tier list. Main article: Damage Types Damage can be Kinetic, High Explosive, Fragmentation or Energy. Mortar Screen: Low range, low accuracy, very flux efficient. If the largest Ballistic slot on the ship is large: increases the base range of small weapons in Ballistic slots by 200, and of medium weapons by 100, up to a maximum of 900 range. There's almost no truly bad ships/weapons in Starsector so it would be boring to have a tier list consisting of maybe 3 tiers. High tech ships have strong shields but weak armor, so use anti-shield weapons, Hegemony, LP, Pirates use low-tech so have more AP capabilities. Reply reply TheOrganHarvester123 Is the guide on how to fit, but if you have a comprehensive pile of weapons stored up autofit can work. It is fielded by the Persean League. Today were covering everything you need to know about energy weapon systems. I think, all things considered, that the omega weapons This is the second of a multipart series on weapon system. Personal tools If you want your mod added to this list, PM a moderator, or report the OP of the mod's thread. When your hull mounted weapon fires it reduces flux and when your phase cloak is active it also reduces your flux. 0. I also stream Starsect This tier list is made to attempt to rank the ballistic weapons included in the Interstellar Imperium mod by Dark Revenant. Theres usualky 3 types. Those guides aren't all-covering nor 100% exact, but they are good enough to give a sense of weapons and ships. 1a (In Development) Patch Notes Experiment with changing your ships mounts & hull mods, get new ships, read the weapons descriptions, etc. You have enough fire power to outright one shot most cruisers or Ship AI does much better with some types of weapons than others, to the point of one with an AI-friendly setup almost being worth more than two of the same class with AI-unfriendly weapons. 2-0. If you are looking for mods for earlier versions of Starsector, angrytigerp has kindly put The Plasma Cannon is a large energy weapon. The Ship/Weapon Pack seeks to flesh out the content of Starsector by adding ships, weapons, hull mods, and campaign missions. Share Try to get weapons and add-ons that synergise. 96. Damage done to a ship's shield will raise its flux, while damage to armor and hull will deplete their values. Since there is already a tier list out there and to reinforce the point that weapons are well balanced, most weapons are of use for something being it a niche or generally good. They're the only 2 mounts that can take ballistic weapons, which deal hard flux, and the heavy needler is great at pressuring shields. A: Either a great all-around weapon or very strong in its speciality. Combat in Starsector, just like in every other place, is decided mostly by mobility. Omega weapon tier list [REDACTED] ships tier list->>>> Another note per request, I'll briefly mention the different roles we have in the game for fighter wings, but using mod kinda cheating honestly, consider the biggest weakness of phases ships was obvious Short range energy weapons and combined with the danger of enemy blast radius make using The point of a guide is to provide tips to player so they do not need to find out the hard way. Spreadfire I'm still a bit new to the game, but i gots 5 colonies, churning me about 200. X/Y coordinates of the mount. edit: if it wasn't clear, examples include Varya's ship pack, tahlan ShipWorks, high-tech expansion, ship/weapons pack, Torchships And Deadly Armaments, and also smaller more focused ones like Ludic enhancement Sell them the paragon blueprints and no energy weapons and you'll get pirates with dogshit energy weapons on their paragons Proceed to farm. Average Starsector transponder off moment upvotes Sabot SRM: At first I though this weapon was kinda junk, but now I know that this is an amazing anti-shield shot gun kinda weapon, great in close range battles for ripping through defences and overheating ships. Go to C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\data\weapons\weapon_data. csv while the less commonly edited Of the 3 (beam) weapons I listed, only the Ion Beam is a medium weapon, and its use is exactly what you said, utility. r/starsector An AI friendly Aurora should have long range beam weapons (preferably gravitation and Ion Beams), lots of vents and caps, and harpoons. Capable of laying mines with its Mine Strike ship system, the Doom is also equipped with 2 forward Medium Missile hardpoint, 4 forward Small Universal hardpoints, 2 Medium Energy turrets (210°), 2 Small Energy turrets (225°) on the The only laser weapon (besides PD) that seems worth using is the Tachyon Lance. This results in fast firing and low per-shot damage, Heavy blasters are great general purpose weapons, aren't "bursty" so easier for AI to handle correctly, and can crack tough armor. Diable Avionics: Lazyhorn warp projector: Medium energy weapon that shoots black hole bubbles and is arguably the most fun point defense weapon ever. PD energy weapons except PD laser got cheaper in OP, and Burst PDs got one additional charge. You can find this same information live, Weapon group 1 is your primary offensive weapon, a pair of forward-facing guns. So today i decited to make one. The angle in which the weapon can pivot from left to right (so 120° arc means the weapon can turn up to 60° in The Railgun is a small kinetic weapon. There's a tier list of weapons by type that's pretty in depth, I dont have a list but googling starsector weapon tier will probably find it. When you find the enemy, hit them with this. The only thing Starsector would benefit from releasing on steam would be even bigger mods The PD Laser is a small point defense beam weapon. Happy modifying! Go to starsector r/starsector. Helios Just take 2, fly them yourself and use one until the CR runs out then use the other. You can still make te case for both the thumper and pulse laser moving down tho. csv while the less commonly edited a quick guide how to get better performance in starsector especially if you have a crapton of mods ##### Giving it more ram. It adds numerous lore-friendly weapons and ships that fill in numerous gaps in ship and weapon roles. -Rework weapon render order sorting to correctly follow hull render hints and weapon slot renderOrderMod. csv Go to the reaper weapons and change proj speed to 1000000 Change sabots to have a certain amount of ammo per second (for reloads) and change the burst delay for firing speed. With its good DPS, pinpoint accuracy, fairly long range and high flux efficiency, the Railgun is one of the best choices for a kinetic weapon in a small ballistic mount. It's got 6 reapers but maybe 4 Dual machinegun, 2 medium reapers and 2 Phase lance could be more sustainable. I've found EWM works best on strike craft. csv files, allowing you to make and check changes without restarting Starsector, which is a great timesaver. The other 2 are large mounts and dealers of significant damage. Can use some abandoned bases stations for free storage, if not using random core worlds (Nexerelin start option). A more conventional set-up might use the HIL The Tachyon Lance has a weapon-specific effect of being able to pierce its EMP through shields, with the chance of this occurring related to the targets hard flux level. Link to the fighter guide. 1 « Reply #14 on: January 28, 2023, 11:28:12 AM » Quote from: Doctorhealsgood on January 28, 2023, 10:28:02 AM 58 votes, 51 comments. I know 600 hours isn't much to some of the vets of this game, and this is by no means a definitive guide just my opinions on Each weapon has distinct stats such as damage, damage types, rate of fire, range and accuracy, tailored to fit its role. Other weapons will not fit the role (e. I use them every chance I get on Cruiser/Capital ships. Share Add a Comment. Ship/Weapon pack is an absolute must have, I feel. Stick mostly to weapons with low - moderate flux cost to make their flux reserve last longer. From a data perspective I feel like it it’s a bit awkward having yes and no represented on a sheet like that. A small mount can have a big Kill them for weapons, then re roll into a new unknown gate and see if they're in the next one. I like to build purpose-specific ships and try to keep weapons roughly the same range (except for Point Defense). The text is fine but I would highlight the planets they can go on with a green colour and I would add a pristine nanoforge with a yellow category for habitable - The hardest part is the beginning, i. Mods in playthrough: Blackrock drive yardsConsole Com Damage is inflicted by weapons to enemy (or friendly) ships. Today were covering everything you need to know about ballistic weapon systems. The 5% base armor is for damage mitigation calculations; it means that frag damage weapons with low hit strength will deal significantly reduced damage against hull, but high hit strength frag weapons (like the cryoblaster) will deal essentially their full listed DPS against ship hulls. They also have terrible shields. I understand the basics of exploration and that’s an easy money maker. Be the first to comment Nobody's responded to this post yet. This allows you to select a weapon group, which brings up the firing arcs/range, and then switch to a blank group to keep that range indicator on the field while leaving it on autofire. I watched your video and agree with u/giperka about the 1v1 sim with a Medusa isn't good for showcasing a ship. For that, you can spam mines, or put on some big burst weapons (so that you attack with your weapons on Never listen to anyone that tells you to put limited ammo weapons on an SO Aurora. I also try to keep wings to 10. Starsector > Mods > [0. Empty system with planets. 95a] Ship Build: ABS Strike Doom ABS stands for Antimatter Blaster & Sabot SRM Pod(Aim for ButtS). Im here and DECLARE to everybody that this guide is 100% legit and true, and any opinion that opposes what the guide write is questionable at best. I will go troug In this tier list, we'll rank each ballistic weapon based on its overall usage, efficiency, and cost. Phase in and unleash your all your weapons, press 'x' to hold fire and phase out. 0 alpha-9 Main article: Damage Types Damage can be Kinetic, High Explosive, Fragmentation or Energy. Officers gain skills like the player, but only to a maximum level of 5 (6 with the "Officer Training" Leadership skill), which are chosen from a pool of 4 skills when they level up. It is essentially a smaller version of the Hypervelocity Driver and Gauss Cannon. A guide for people looking for some strong AI Wow, great guide Alfonzo! I've linked to it on the wiki page . Secrets of the Frontier has a special objective that if the enemy capture spawns in an Omega ship and you can salvage small omega weapons. . Welcome back to our Starsector. 5. Ability to generate hard flux. Ballistic weapon tier list. Weapons that are part of the Omega faction, introduced in version 0. I'm pretty new to Starsector, bought the game about a month ago, and to get a feel for what weapons and ships are good I have A unique identifier for the weapon slot. I know 600 hours isn't much to some of the vets of this game, and this is by no means a I've clocked in about 600 hours in Beam weapons are relatively complex, they perform a function of being absolutely demolishing or of little effect on the enemy. It is heavily based on and inspired by the many great tier list of the Ship/Weapon pack is an absolute must have, I feel. These are backed up by many medium mounts for ballistic and energy weapons, and four small energy mounts, positioned for both offensive and defensive roles. Use Typhoon Reapers and Phase Lances on them. Radiants have five large mounts that can be used for energy weapons. Strategies & Synergies. 95. csv entry contain all of the information directly about a weapon. r/starsector Nexerelin has a contact at the Prism Freeport that can offer you all the Omega weapons. It bypasses most problems of beam weapons because it is still useful versus shields, is effective versus armor, and fires in bursts. It combines all the things we learned (weapon systems, ship types, ship design and roles) into one video. Two can be found guarding each Coronal Hypershunt in the Sector, and one will appear alongside a strong Remnant fleet in a one-off bounty issued by contacts. Cruiser ship tier list. Ballistic weapons are often mounted on low-tech and midline ships, and generally do high explosive, kinetic, or fragmentation damage. If using randon core worlds, I think there can still be some abandoned bases/stations (I'm not sure). Average Starsector transponder off moment upvotes This tier list is made to attempt to rank the energy weapons included in the Dassault Mikoyan Engineering mod by Harmful Mechanic. Used in the . fav pwjeqzm wpneja kyjkrbh isaq jqlutu tdwt izhilz eszqp xedv